#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;

out VS_OUT
{
    vec2 TexCoords;
} vs_out;

uniform mat4 model;

layout (std140) uniform Matrices
{
    mat4 projection;
    mat4 view;
};


void main()
{
        gl_Position = projection * view * model * vec4(aPos, 1.0f);
        vs_out.TexCoords = aTexCoord;

        //渲染出来的点的大小
        //gl_PointSize = gl_Position.z;
}
